tag:blogger.com,1999:blog-27129105613081651262018-02-20T17:19:46.308-05:00Blake's BlogA blog dedicated to Game Development, to try and help grow the community of the games I create and to inform you about the latest updates going on in my gamesBlake Gillmannoreply@blogger.comBlogger306125tag:blogger.com,1999:blog-2712910561308165126.post-65118273688368217012017-09-19T21:06:00.000-04:002017-10-28T19:43:50.155-04:00Anyone reading?Just a check to see if anyone is reading. I'm getting views but somehow I think they might be bots. If I come to that conclusion then I'll start a new blog, otherwise I'll keep going on this one.Blake Gillmanhttps://plus.google.com/114561590435788819470noreply@blogger.com1tag:blogger.com,1999:blog-2712910561308165126.post-55871849653102739852017-09-19T21:04:00.004-04:002017-09-19T21:05:17.661-04:00War_44 "Main Feature: Economy & Resources"Often times in my games, I work around and smoothen out everything before adding the main features to the game. There have been a few exceptions to this rule but for the most part it as held true.<br /><div><br /></div><div>And given that we are now 44 updates in a lot of ground work has been laid for the main features, and lots of smoothing has been done. So I am proud to announce one of the main features of the game: Economy &amp; Resources.</div><div><br /></div><div>I've designed a system where cities now each have their own wealth that contributes to the income of your country. This means that newly captured land the cities there may be poorer or richer than your own cities.<br /><br />I've also added mines (oil well, metal mine, etc.) that will add to your resource count</div>Blake Gillmanhttps://plus.google.com/114561590435788819470noreply@blogger.com0tag:blogger.com,1999:blog-2712910561308165126.post-1885715764054830732017-09-19T21:04:00.003-04:002017-09-19T21:04:26.070-04:00War_43 "Models & Research plans & Optimization & Camera update"First I fixed the loading screen. It only showed for the Host (All other players just froze on the main menu while loading the main game).<br /><br />But more importantly, I finished making the models for the majority of the games units:<br /><div class="separator" style="clear: both; text-align: center;"><a href="https://3.bp.blogspot.com/-Nqnzczgt5Ig/WbQ3zXd0BBI/AAAAAAAACbY/uVYvu6mCU7Msb-680viJ4buT7Dd8rRySACLcBGAs/s1600/44_2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="556" data-original-width="1197" height="185" src="https://3.bp.blogspot.com/-Nqnzczgt5Ig/WbQ3zXd0BBI/AAAAAAAACbY/uVYvu6mCU7Msb-680viJ4buT7Dd8rRySACLcBGAs/s400/44_2.png" width="400" /></a></div><br />These units are not currently to scale, scale is applied when they are first created (from their mod file). I've also got plans on what you will be able to research and in what order:<br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-WT4oG0VOD14/WbQ3_e2A40I/AAAAAAAACbc/9f1oPVMosII-4QDKK2cdmcl6unptJCGfACLcBGAs/s1600/44_1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="255" data-original-width="1200" height="83" src="https://1.bp.blogspot.com/-WT4oG0VOD14/WbQ3_e2A40I/AAAAAAAACbc/9f1oPVMosII-4QDKK2cdmcl6unptJCGfACLcBGAs/s400/44_1.png" width="400" /></a></div><br />It's not the fanciest picture but it'll do!<br /><br />I've also managed to add another 30 fps to the game by optimizing some scripts, and finally I smoothed out camera movement! With this new camera update I also changed the camera mod file! But you'll see that later.<br /><br />I've also added what I call "Height based rotation" which is when in most RTS games you zoom in a bunch and your camera rotates so it's not facing straight down.<br /><br />This new smooth update with the height-based rotation makes the game not only feel more professional, but just overall better. Seeing as how camera movement is the main way the game is presented, it's very important that I get these sorts of updates in.<br /><br /><b>Changelog:</b><br />New Model: Paramilitary 1<br />New Model: Paramilitary 2<br />New Model: Paramilitary 3<br />New Model: Infantry 1<br />New Model: Infantry 2<br />New Model: Sniper<br />New Model: Anti-Tank<br />New Model: Light Tank 1<br />New Model: Light Tank 2<br />New Model: Armored Tank<br />New Model: Assault Plane<br />New Model: Recon Plane<br />New Model: Bomber Plane<br />Added: new camera movement<br />Changed: Camera mod file<br /><br /><b><span style="color: #f6b26b;">Thanks for reading, feel free to leave a comment, and I'll see you in the next one!</span></b>Blake Gillmanhttps://plus.google.com/114561590435788819470noreply@blogger.com0tag:blogger.com,1999:blog-2712910561308165126.post-73139570856598195692017-09-18T22:51:00.003-04:002017-09-18T22:51:45.123-04:00Screw Trading.& the problem with networking & plans for the future<b><u>Screw trading</u></b><br />I have spent nearly a week trying to get trading to work. Currently its state is that only non-hosts can send trade requests to the host, but they can't send requests to each other and the host can't send requests to them.<br /><br />Every time I feel I've isolated the issue I find that it never ends up solving it. I feel that I have a general understanding as to WHY it isn't working, but as to how to fix it so far I've been clueless, and after spending nearly a day on the internet (since all previous days of just me trying had failed) I still failed to find a solution to the problem.<br /><br /><b><u>The problem with networking</u></b><br />The current way networking/multiplayer works (using the Unity Networking extension I use called Photon) and how it works with (what i believe to be) the majority of networking solutions on most games, is that most networking is handled by a "host". It is their computer's requirement to receive data, send it to the cloud and then the cloud sends it back to all other clients. But it is still the hosts responsibility to send those messages up.<br /><br />This works very well with things like spawning in units, tracking their location on the map, or keeping track of simple stats.<br /><br />Users send their trade data to a component that then sends the info to the person who needs to receive the trade request. But for some reason networking has decided that only the host can send messages through this component and therefore only the host can send trade requests. It's a massive barricade in networking code and something I'm working hard to fix.<br /><br /><b><u>Plans for the future</u></b><br /><i>(As a disclosure, all the work on this project - including models and scripts have been solely done by me - my friend observed through Skype Screen share).</i><br />In order to teach one of my friends how to program in Unity C# we began making a simple obstacle course game. In this game, you would just have a player that could hit red box's (lasers or floors) and he would take damage. You could also find purple orbs to heal you, and you would touch yellow boxes as checkpoints.<br /><br />Then we said "why not add enemies to make it harder" so we decided to make some enemies that would shoot at the player.<br /><br />Then we said "why not make the scene better" so instead of just taking place in a generic obstacle course, I spent a lot of time designing an underground sort-of 'hallway scene'. This scene was to be a long hallway where you had to jump over obstacles and avoid getting shot by enemies.<br /><br />Then my friend suggested armor so I added an armor pickup. And then I figured, while if the player picks up armor then he might as well have to pick up his weapon too. I wanted to make an armory room for this so I added to the start of the hallway a large room which I filled with boxes and lighting.<br /><br />Then I kept adding to the underground bunker until I had created a facility with lots of different models and things like doors and lockers.<br /><br />At this point, I had added "seeking" to the enemy because it was no longer one big hallway so the enemy should if he loses sight of you have to "look for" you.<br /><br />At this point I had also added health pickups (First aid kit) and had added magazine pickups. The world was now a underground bunker (unifnished, only like 3 rooms and the entrance hallway). It was at this point that I decided that the game had taken a new direction.<br /><br />I'm now working on an "outside of the bunker" and I've decided that the game is going to be an open world first person shooter where the supplies you needed (medical, attachments, ammo, guns) would have to be acquired yourself by going to various locations or doing various tasks.<br /><br />Currently, I've added a single attachment you can pickup (Flashlight attachment) and there is still only one gun and one ammo type in the game (AK47 - 7.62)<br /><br />But it has great potential. This is all still being used to educate my friend, but I've decided to pick this up as a full game project.<br /><br /><b>DISCLAIMER:</b><br />The majority of my efforts are still to be focused on the war game. All this just means that once the game has released on Steam tha I will have my next project to work on. And don't worry about me giving up on the war game, it's almost done - it just needs a few core features implemented (as well as some networking fixed) and it'll be ready for Steam!<br /><br /><b><span style="color: #e69138;">Thanks for reading (especially if you actually got this far), feel free to leave a comment, and I'll see you in the next one!</span></b>Blake Gillmanhttps://plus.google.com/114561590435788819470noreply@blogger.com2tag:blogger.com,1999:blog-2712910561308165126.post-89299601816545719212017-09-15T09:27:00.001-04:002017-09-15T09:27:41.255-04:00Explanation for the delayIts been awhile since the last update, and this is still not an update. I've been working very hard to fix one of my previous implemented features (Trading). It works locally but not over the internet. For some reason players are having difficulty communicating with the server in order to receive trade information (Who sent it, what resources are being requested, etc.)<div><br /></div><div>But I've done a lot of other work as well. So when I finish this trading problem there will be some big updates already written and lined up to release afterward. But right now thinks are on hold as I try to fix the trading problem.</div><div><br /></div><div><b><span style="color: #e69138;">Thanks for reading, feel free to leave a comment, and I'll see you in the next one!</span></b></div>Blake Gillmanhttps://plus.google.com/114561590435788819470noreply@blogger.com0tag:blogger.com,1999:blog-2712910561308165126.post-76381744019230748172017-09-11T22:15:00.003-04:002017-09-11T22:15:35.256-04:00War_42 "Research & UI"I've changed the way the game displays manpower and population. Rather than displaying an exact value the game will round &amp; use letters to represent the number.<br /><div><br /></div><div>Now rather than showing</div><div>342,600,000 It will say 342.6M</div><div>And if it's less than 1,000,000 (for example: 500,000) it would say 500k.<br /><br />But the most important thing I've added is: Research!<br /><br />Like all other parts of my game it is heavily based around mod support. Research tiles are generated based on the .txt files and then put into a window:<br /><br /><div class="separator" style="clear: both; text-align: center;"></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-s9vGQkSsuSI/WbdDKyg5RjI/AAAAAAAACcA/-l8TYZ_zb4IJGcr_LeqPmdoPxyyoNeprwCLcBGAs/s1600/42_1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="841" data-original-width="946" height="284" src="https://1.bp.blogspot.com/-s9vGQkSsuSI/WbdDKyg5RjI/AAAAAAAACcA/-l8TYZ_zb4IJGcr_LeqPmdoPxyyoNeprwCLcBGAs/s320/42_1.jpg" width="320" /></a></div><br /><br />Then you can click on the research and it will give you general info about the research (defined in the .txt files) like the description which includes unlocked units and buildings, as well as other details. And finally you can then start research.<br /><br />You have two research slots to use (AKA you can be researching two things at any given time).<br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://3.bp.blogspot.com/-_MkVWPHlMsg/WbdDO3R37rI/AAAAAAAACcE/yJJMvvMQVJU78eLBfRN_spuzqBeFosaFgCLcBGAs/s1600/42_2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="173" data-original-width="278" src="https://3.bp.blogspot.com/-_MkVWPHlMsg/WbdDO3R37rI/AAAAAAAACcE/yJJMvvMQVJU78eLBfRN_spuzqBeFosaFgCLcBGAs/s1600/42_2.jpg" /></a></div><br /><br />To make writing mod files easier I made so you don't have to directly list what research does. In fact a research mod file you only really need a name, description, icon, and the time it will take to research.<br /><br />The units will have "Research requirement" parameters themselves so rather than you having to list off and search for units and buildings from the research mod file, you just have to list it as a requirement under the affected item (be it building or unit).<br /><br /><b><span style="color: #e69138;">Thanks for reading, feel free to leave a comment, and I'll see you in the next one!</span></b></div>Blake Gillmanhttps://plus.google.com/114561590435788819470noreply@blogger.com0tag:blogger.com,1999:blog-2712910561308165126.post-80646178727433821742017-09-09T14:53:00.001-04:002017-09-09T14:53:04.781-04:00War_41 "Notifications & Trading Part 1"Removed 'food' stat from countries. Originally it was going to be that you had to keep your population fed but I still want to keep things somewhat simple, so I decided to remove it.<br /><br />Now as for trading, I've got a great new system setup called 'Notifications'. Similar to Sid Meier's Civilization V, notification are circles with icons to the right that do things when you click on them. In this case when you sent a trade request it gathers all the info from the trade. Once you click on the trade notification a window will pop up where you can view the two sides of the trade (What is being requested and what you are getting in return). You can then click trade and it will happen! Currently, I've yet to make so you can trade territory, but you can trade all other resources (Cash, rubber, oil, metal, support equipment, and infantry equipment).<br /><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody><tr><td style="text-align: center;"><a href="https://3.bp.blogspot.com/-NNlC2KcBJ_8/WbQ4aFhaPnI/AAAAAAAACbk/3PVArOgeAfMyVRPIdIaYNy5b_IzoJERFACLcBGAs/s1600/41_1.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="500" data-original-width="500" height="200" src="https://3.bp.blogspot.com/-NNlC2KcBJ_8/WbQ4aFhaPnI/AAAAAAAACbk/3PVArOgeAfMyVRPIdIaYNy5b_IzoJERFACLcBGAs/s200/41_1.png" width="200" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Original icon (then realized gold doesn't make any sense)</td></tr></tbody></table><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody><tr><td style="text-align: center;"><a href="https://3.bp.blogspot.com/-r7xBPvV212U/WbQ4aGwfG-I/AAAAAAAACbg/JtfGn9WiCsAguw5925iNNXRe6LTufRw4QCLcBGAs/s1600/41_2.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="500" data-original-width="500" height="200" src="https://3.bp.blogspot.com/-r7xBPvV212U/WbQ4aGwfG-I/AAAAAAAACbg/JtfGn9WiCsAguw5925iNNXRe6LTufRw4QCLcBGAs/s200/41_2.png" width="200" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Current trading icon</td></tr></tbody></table><br /><br />I plan on making a "Territory viewer" or something along those lines soon for trading territory.<br /><br /><b><span style="color: #e69138;">Thanks for reading, feel free to leave a comment, and I'll see you in the next one!</span></b>Blake Gillmanhttps://plus.google.com/114561590435788819470noreply@blogger.com0tag:blogger.com,1999:blog-2712910561308165126.post-46466417253453058612017-09-08T06:33:00.001-04:002017-09-08T06:33:38.562-04:00War_40 "More Mod Support & Changes to the UI"I've added a "color bar" under two of the 'flag displays' in the game. At the top, you'll see a small bar that shows the color of your country (under the flag), and in diplomacy, it'll show a bar below their flag showing the color of their country.<br /><br /><br /><div><br /></div><div>And second, I dug a little deeper in making my game have mod support! The camera! Now even the camera can be given custom settings:</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://3.bp.blogspot.com/--ULi2fX2bsM/Wa4MCAvgVLI/AAAAAAAACaU/xFQFzRWDPCI5KfNpKf-cv-cKZf4-NRLZwCLcBGAs/s1600/40_1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1600" data-original-width="496" height="400" src="https://3.bp.blogspot.com/--ULi2fX2bsM/Wa4MCAvgVLI/AAAAAAAACaU/xFQFzRWDPCI5KfNpKf-cv-cKZf4-NRLZwCLcBGAs/s400/40_1.png" width="123" /></a></div><div><br /></div><div><br /></div><div>This file (camera.txt) is located inside of the mod folder.</div><div><br /></div><div>You can adjust things like Field of View, how fast the camera moves and zooms, and even what the camera's boundaries are (when it's not allowed to move left/right/up/down anymore). There's also a few other cool features in there like the cameras starting position, the angle is rotated at, you can even change the cameras 'projection' from perspective to orthographic (doesn't work very well, but it's a work in progress).</div><div><br /></div><div>It had never crossed my mind to add something like this to mod support, but after messing with the camera's settings a lot (adjusting mostly movement) I thought it would be neat if players would have the same customization options for their own mods. Perhaps an entire mod dedicated to just making the camera overall better.</div><div><br /></div><div><b><span style="color: #e69138;">Thanks for reading, feel free to leave a comment, and I'll see you in the next one!</span></b></div>Blake Gillmanhttps://plus.google.com/114561590435788819470noreply@blogger.com0tag:blogger.com,1999:blog-2712910561308165126.post-3846528791510744242017-09-07T10:25:00.004-04:002017-09-07T10:25:59.372-04:00War_39 "Diplomacy - Theory - Trading"<div><b><i>NOTE:</i></b></div><i>I write these updates in advance and this one got erased, so all information written is more-or-less 'guessing' at what was meant for the original update.</i><br /><div><br /></div><div><br /><ul><li>Added a 'Trade UI'. The plan is to make a trade system where most diplomatic things can be done, such as trading territory, asking for peace, etc. This is all in theory, but right now I have a nice UI for it.</li><li>Reduced the amount of population a territory tile is worth (from 3,000,000 to 300,000).</li></ul><div>I've thought about it, and it seems like two friends could join a game and then one person give all their territory immediately to the other person. So for the sake of balancing I will be implementing a timer (when I have the actual trade system designed) that blocks you from trading entirely until X amount of time into the game (To be revealed because I haven't decided)).</div><div><br /></div><div>I've also found a 'diplomacy glitch' that I don't know how to fix. Randomly it seems that if you spawn in and right click on a tile that it won't know who owns that tile and therefore wont let you trade, but most the time it does work. It's very confusing as I have no idea what's causing it.</div><div><br /></div><div><b><span style="color: #f6b26b;">Thanks for reading, feel free to leave a comment, and I'll see you in the next one!</span></b></div></div>Blake Gillmanhttps://plus.google.com/114561590435788819470noreply@blogger.com0tag:blogger.com,1999:blog-2712910561308165126.post-34910066388298494532017-09-06T17:51:00.000-04:002017-09-06T17:51:13.061-04:00War_38 "Flags"I've thrown all the old South America flags into a folder called "Legacy". These will be included with the game in case any modders want to use them, but I've designed a series of new flags for the new countries. So here they are, the countries and their names:<br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-YtHq_9k3d7E/WbBttgH_xdI/AAAAAAAACa4/rx90jmqyt-ITKJZT7VfG2h8S8SvC4KfNwCLcBGAs/s1600/38_1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="785" data-original-width="1550" height="202" src="https://1.bp.blogspot.com/-YtHq_9k3d7E/WbBttgH_xdI/AAAAAAAACa4/rx90jmqyt-ITKJZT7VfG2h8S8SvC4KfNwCLcBGAs/s400/38_1.png" width="400" /></a></div><br /><b><span style="color: #e69138;">Thanks for reading, feel free to leave a comment, and I'll see you in the next one!</span></b>Blake Gillmanhttps://plus.google.com/114561590435788819470noreply@blogger.com0tag:blogger.com,1999:blog-2712910561308165126.post-15098837121150412152017-09-05T06:11:00.000-04:002017-09-05T06:11:53.539-04:00War_37 "Optimization & Anti-cheat"I've changed how territory transparency (from zooming) works. This script was originally causing nearly 32% of all lag in the game due to it constantly searching for and doing unnecessary things. After removing and re-writing the script it now only accounts for 5% of game lag.<br /><div><br /></div><div>I also added Occlusion Culling to the camera which will un-render visual tiles that the camera cannot see, and re-render them when the camera can see them again. This will (hopefully) reduce up to 10% of the strain on the graphics card. That percentage will go up as things like units and buildings get added to the map, but the simple terrain tiles that exist now have been (proudly) made well enough that they do not cause much lag on their own.</div><div><br /></div><div>I've updated the anti-cheat for modified data. It was telling me I had modified game data because it was still trying to compare my new country files to the old South America ones.<br /><br />And finally, I re-designed the multiplayer lobby UI. But you can't see that yet :)<br /><br /><b><span style="color: #e69138;">Thanks for reading, feel free to leave a comment, and I'll see you in the next one!</span></b></div>Blake Gillmanhttps://plus.google.com/114561590435788819470noreply@blogger.com0tag:blogger.com,1999:blog-2712910561308165126.post-84713223788769748422017-09-04T12:53:00.001-04:002017-09-04T12:53:18.015-04:00War_36 "Territory - Part 4"This update (because territory has actually been created) is to confirm how I want to divide the world up along with a few misc. changes.<br /><br /><b>Changelog:</b><br /><ul><li>Increased LOD distances so objects stay detailed at further distance</li><li>Added "Zoom transparency" that makes so territory is more transparent up close than further away (Was a feature on the last map but had to re-add it)</li></ul><div>And now I've got a new system for representing territory. I've decided that I should show the border between territorial tiles to make territory capturing more obvious (in terms of where to target and what territory equals what).</div><div><br /></div><div>As it stands right now, modders would have no way of knowing which territory has what ID and lots of other useful info they need for modding. Which is why I'm planning on creating under Singleplayer a "Tools" window that will put you into the game in what I call "Mod Mode".</div><div><br /></div><div>Mod Mode - The idea is a dedicated tool for modders to access all the useful information they need to successfully mod the game</div><div><br /></div><div><b>*Territory Designer</b></div><div>Easily select out territory that you would want your mod-country to own and it will generate a list of ID's, or hover over a single one to see its ID.</div><div><br /></div><div><b>*Model Viewer</b></div><div>View a list of models you'll be able to use in your mods (Buildings, and Units).</div><div><br /></div><div><b>*Unit Testing</b></div><div>Spawn in units to fight it out so you can simulate battles - This will support custom units you create</div><div><br /></div><div>And other useful tools. This is all theoretical, and planned for 'after release' and will hopefully make modding easier!</div><div><br /></div><div><b><span style="color: #e69138;">Thanks for reading, feel free to leave a comment, and I'll see you in the next one!</span></b></div>Blake Gillmanhttps://plus.google.com/114561590435788819470noreply@blogger.com0tag:blogger.com,1999:blog-2712910561308165126.post-38482494252155883212017-08-31T10:48:00.002-04:002017-08-31T10:48:37.703-04:00Small waitI won't have access to my computer for a couple of days so there won't be any updates for a little bit.Blake Gillmanhttps://plus.google.com/114561590435788819470noreply@blogger.com0tag:blogger.com,1999:blog-2712910561308165126.post-6889368380694946452017-08-31T08:56:00.000-04:002017-08-31T08:56:35.624-04:00War_35 "Territory - Part 3"The world has its territory made:<br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://3.bp.blogspot.com/-QVI0CurQJyA/WaeEdQ4Pa9I/AAAAAAAACZ4/WYP76qSelEYKWBLkXFontMb1_EOT4aS9QCLcBGAs/s1600/35_1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="789" data-original-width="1519" height="207" src="https://3.bp.blogspot.com/-QVI0CurQJyA/WaeEdQ4Pa9I/AAAAAAAACZ4/WYP76qSelEYKWBLkXFontMb1_EOT4aS9QCLcBGAs/s400/35_1.png" width="400" /></a></div><br /><br />I'll be aiming for a time lapse release within the next few days, however, the time lapse version will be slightly different from this one. I've made several changes to the map since finishing recording (minor things like dividing what used to be bigger tiles into smaller tiles, fixing some boundary bugs, etc.)<br /><br />And I've decided how I want to divide the world:<br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-RR_4aS_oUBw/WaeDbuDKAWI/AAAAAAAACZw/pOy1chxjz5g7DoDp_VbAoJnAxqEdWoY2gCLcBGAs/s1600/34_6.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="831" data-original-width="1600" height="207" src="https://1.bp.blogspot.com/-RR_4aS_oUBw/WaeDbuDKAWI/AAAAAAAACZw/pOy1chxjz5g7DoDp_VbAoJnAxqEdWoY2gCLcBGAs/s400/34_6.jpg" width="400" /></a></div><br /><br />This was the last picture of the previous post (with the Country ID's added), and it's the one I've chosen to use.<br /><br />Now I'll be spending the entire day writing the country files to turn this into reality.<br /><br /><b><span style="color: #f6b26b;">Thanks for reading, feel free to leave a comment, and I'll see you in the next one!</span></b>Blake Gillmanhttps://plus.google.com/114561590435788819470noreply@blogger.com0tag:blogger.com,1999:blog-2712910561308165126.post-60111158084180306442017-08-30T10:53:00.001-04:002017-08-30T10:53:19.808-04:00War_34 "Territory - Part 2"I've figured out how I want to divide most the world, but I'm iffy on how I want to divide North and South America. I've drawn up some more maps:<div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-EybA9PY5a14/WabQww9CrbI/AAAAAAAACZE/inWan-8UQzknewgw9WBhGHYL5rhoK3llQCLcBGAs/s1600/34_1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="831" data-original-width="1600" height="207" src="https://1.bp.blogspot.com/-EybA9PY5a14/WabQww9CrbI/AAAAAAAACZE/inWan-8UQzknewgw9WBhGHYL5rhoK3llQCLcBGAs/s400/34_1.jpg" width="400" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://3.bp.blogspot.com/-mz2lRoQINHw/WabQxFJY9kI/AAAAAAAACZM/yrD7mMeaXhw-PQN74myzvA6spKWk7qR5QCLcBGAs/s1600/34_2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="831" data-original-width="1600" height="207" src="https://3.bp.blogspot.com/-mz2lRoQINHw/WabQxFJY9kI/AAAAAAAACZM/yrD7mMeaXhw-PQN74myzvA6spKWk7qR5QCLcBGAs/s400/34_2.jpg" width="400" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://3.bp.blogspot.com/-9lYsOYWIyAw/WabQxJGxKaI/AAAAAAAACZI/YCf-cZ92qMYijeBtdeCYpGgPzH2ceU4nQCLcBGAs/s1600/34_3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="831" data-original-width="1600" height="207" src="https://3.bp.blogspot.com/-9lYsOYWIyAw/WabQxJGxKaI/AAAAAAAACZI/YCf-cZ92qMYijeBtdeCYpGgPzH2ceU4nQCLcBGAs/s400/34_3.jpg" width="400" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://4.bp.blogspot.com/-YkJ3X_neJW0/WabQyTsYiOI/AAAAAAAACZQ/DO-di-3RIfQ_62nL4DDcHtfoCLcP9-T4QCLcBGAs/s1600/34_4.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="831" data-original-width="1600" height="207" src="https://4.bp.blogspot.com/-YkJ3X_neJW0/WabQyTsYiOI/AAAAAAAACZQ/DO-di-3RIfQ_62nL4DDcHtfoCLcP9-T4QCLcBGAs/s400/34_4.jpg" width="400" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://3.bp.blogspot.com/-IedjHFAy-uo/WabQywPdysI/AAAAAAAACZY/-xdWwfxDeY4nT270nuxFpumw8nfrvP4BgCLcBGAs/s1600/34_5.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="831" data-original-width="1600" height="207" src="https://3.bp.blogspot.com/-IedjHFAy-uo/WabQywPdysI/AAAAAAAACZY/-xdWwfxDeY4nT270nuxFpumw8nfrvP4BgCLcBGAs/s400/34_5.jpg" width="400" /></a></div><div><br /></div><div>So far I'm aiming toward the last one. I've also got more of the territory mesh done (Finished Africa &amp; North America).</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-w6UYXs9VID4/WabRTDi6NBI/AAAAAAAACZg/qutyTobata8krf8-olF5VYk1pjtoQxqYACLcBGAs/s1600/34_7.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="863" data-original-width="1459" height="236" src="https://1.bp.blogspot.com/-w6UYXs9VID4/WabRTDi6NBI/AAAAAAAACZg/qutyTobata8krf8-olF5VYk1pjtoQxqYACLcBGAs/s400/34_7.jpg" width="400" /></a></div><div><br /></div><div><br /></div><div>I should also do well to mention that I've been recording me making the mesh so a time lapse will be available of it sometime after I finish it (because it will take awhile to edit because this is taking a LONG time).</div><div><br /></div><div><b><span style="color: #f6b26b;">Thanks for reading, feel free to leave a comment, and I'll see you in the next one!</span></b></div>Blake Gillmanhttps://plus.google.com/114561590435788819470noreply@blogger.com0tag:blogger.com,1999:blog-2712910561308165126.post-59716595164023599082017-08-29T10:31:00.000-04:002017-08-29T10:31:17.994-04:00War_33 "Territory - Part 1"The plan is simple now, I'm going to do territory similar but not quite the same to how I did it last time.<br /><br />There will be a bunch of territory meshes that overlay the world. These mesh's instead of following custom random borders like last time will follow tile borders so that way a tile can't be partially owned by multiple territories. There may be some slight glitches to that rule here and there, but none intentionally.<br /><br />The basic mode I'm thinking will feature 12 countries. I've drawn up several maps on how the world should be divided but I'm having trouble deciding:<br /><br /><div class="separator" style="clear: both; text-align: center;"></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://2.bp.blogspot.com/-wzB8hoGboCA/WaV5wxoLW-I/AAAAAAAACYY/5elAVZdW1VUCfwgan8NYbqsdraGlLr4uQCLcBGAs/s1600/33_1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="456" data-original-width="878" height="207" src="https://2.bp.blogspot.com/-wzB8hoGboCA/WaV5wxoLW-I/AAAAAAAACYY/5elAVZdW1VUCfwgan8NYbqsdraGlLr4uQCLcBGAs/s400/33_1.jpg" width="400" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://3.bp.blogspot.com/-JRG7utCxbzU/WaV6bS_tD-I/AAAAAAAACY0/5VOiuPpSY3Ay5E51lG11UC5OVyeuVsLpgCLcBGAs/s1600/33_2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="831" data-original-width="1600" height="207" src="https://3.bp.blogspot.com/-JRG7utCxbzU/WaV6bS_tD-I/AAAAAAAACY0/5VOiuPpSY3Ay5E51lG11UC5OVyeuVsLpgCLcBGAs/s400/33_2.jpg" width="400" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://2.bp.blogspot.com/-lOnP3yEzGdw/WaV6bZtRbUI/AAAAAAAACYw/qc6SH7ifZa4VfsIZGK81YarO59A9u4ZOACLcBGAs/s1600/33_3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="831" data-original-width="1600" height="207" src="https://2.bp.blogspot.com/-lOnP3yEzGdw/WaV6bZtRbUI/AAAAAAAACYw/qc6SH7ifZa4VfsIZGK81YarO59A9u4ZOACLcBGAs/s400/33_3.jpg" width="400" /></a></div><div class="separator" style="clear: both; text-align: center;"></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://4.bp.blogspot.com/-8pFnD6db9Qo/WaV5ytg2PxI/AAAAAAAACYo/TXb5lEdpsrslBqb9fTgmVFNG--ZWacRTACLcBGAs/s1600/33_4.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="831" data-original-width="1600" height="207" src="https://4.bp.blogspot.com/-8pFnD6db9Qo/WaV5ytg2PxI/AAAAAAAACYo/TXb5lEdpsrslBqb9fTgmVFNG--ZWacRTACLcBGAs/s400/33_4.jpg" width="400" /></a></div><br />But in the meantime, I'm making the actual territory tiles in Blender and it's going great! All of South America is done as well as some of North America.<br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://2.bp.blogspot.com/-VGBUXz7s-EQ/WaV59BG6FkI/AAAAAAAACYs/6hvLzAWeqwE5JbVG-dVGwp1zfiWx4bnNQCLcBGAs/s1600/33_5.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="854" data-original-width="1494" height="227" src="https://2.bp.blogspot.com/-VGBUXz7s-EQ/WaV59BG6FkI/AAAAAAAACYs/6hvLzAWeqwE5JbVG-dVGwp1zfiWx4bnNQCLcBGAs/s400/33_5.jpg" width="400" /></a></div><b><span style="color: #f6b26b;"><br /></span></b><b><span style="color: #f6b26b;">Thanks for reading, feel free to leave a comment, and I'll see you in the next one!</span></b>Blake Gillmanhttps://plus.google.com/114561590435788819470noreply@blogger.com0tag:blogger.com,1999:blog-2712910561308165126.post-10769730095076618432017-08-28T16:52:00.000-04:002017-08-28T16:52:34.384-04:00War_32 "Creating the world: Asia & Ocean"After testing I found that a lot of the old lag that existed when I had made South America was due to the ocean. It had a lot of moving vertices and special materials and such, and I tried using it at first but it just lagged things up too much so I went with a simple color to be the ocean.<br /><br />Also, I did Asia.<br /><br /><div class="separator" style="clear: both; text-align: center;"><iframe width="320" height="266" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/9STmP3TZ6Wk/0.jpg" src="https://www.youtube.com/embed/9STmP3TZ6Wk?feature=player_embedded" frameborder="0" allowfullscreen></iframe></div><br /><br />Now that I've created the world, I need to figure out how I'm going to divide up the land.<br /><br /><b><span style="color: #e69138;">Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome</span></b>Blake Gillmanhttps://plus.google.com/114561590435788819470noreply@blogger.com0tag:blogger.com,1999:blog-2712910561308165126.post-57413311482387879692017-08-26T13:33:00.001-04:002017-08-26T13:33:34.328-04:00War_31 "Creating the world: Australia"It's here.<br /><div><br /></div><div><div class="separator" style="clear: both; text-align: center;"><iframe width="320" height="266" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/wi5RFxvbA84/0.jpg" src="https://www.youtube.com/embed/wi5RFxvbA84?feature=player_embedded" frameborder="0" allowfullscreen></iframe></div><br /></div>Blake Gillmanhttps://plus.google.com/114561590435788819470noreply@blogger.com0tag:blogger.com,1999:blog-2712910561308165126.post-45510278115733631142017-08-25T12:27:00.005-04:002017-08-25T12:27:57.937-04:00Plans for the futureI've decided a few things, and a few ideas.<br /><br /><b>1. No real-world countries to begin with</b><br />When the game releases because I already made the flags, all already-existing real-world flags will still come with the game, but real-world countries will not exist. This is because I want to work on my own balancing and when it comes to online lobby's all a player would have to do to have an advantage would be to pick a world superpower or large country. I hope that someone in the future will make a mod that makes the game use real-world countries, but for the time being it'll all just be made up for the sake of balancing.<br /><br /><b>2. Slight changes to the map for the sake of balancing &amp; visuals</b><br />You may have noticed in these timelapses that I've added things that aren't actually there, and ignored some things that are - This is because which the games cartoony graphics I want to focus a lot on making the game look good, and work well.<br /><br /><b>3. Generated maps</b><br />I've been recently coming up with a formula for generating maps. This definitely won't come with the game when it releases, but this generation system will be useful for 'random matches'. The only problem is assigning territory and creating countries, so the initial plan is to just divide the map (programming wise) into sections and then assign territory accordingly. In the future I'll have something for balancing resources, and other such.<br /><br /><b>4. Larger than originally planned warfare</b><br />The size of units and other things are going to be increased. Originally you could fit a squad into a single tile, but it'll be much more larger-scale. Due to the large amount of tiles in the world, this game to complete would take a similar amount of time as in Hearts of Iron (the game this game was originally based on). And because I want this to be a casual alternative, I've decided to balance it for the sake of faster gameplay.<br /><br />So those are some ideas, and suggestions.<br /><br /><b><span style="color: #e69138;">Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)</span></b>Blake Gillmanhttps://plus.google.com/114561590435788819470noreply@blogger.com0tag:blogger.com,1999:blog-2712910561308165126.post-80741817757592214052017-08-25T12:17:00.000-04:002017-08-25T12:17:05.361-04:00War_30 "Creating the world: Europe"It took a few reuploads (and re-rendering which took about 2 hours each time) but finally the video doesn't have a copyright claim and can be uploaded!<br /><br />So here's Europe:<br /><br /><div class="separator" style="clear: both; text-align: center;"><iframe width="320" height="266" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/Vy6lmcRS1DM/0.jpg" src="https://www.youtube.com/embed/Vy6lmcRS1DM?feature=player_embedded" frameborder="0" allowfullscreen></iframe></div><br /><br /><b><span style="color: #e69138;">Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)</span></b>Blake Gillmanhttps://plus.google.com/114561590435788819470noreply@blogger.com0tag:blogger.com,1999:blog-2712910561308165126.post-38245568829611855772017-08-22T14:11:00.001-04:002017-08-22T14:11:26.405-04:00War_29 "Creating the world: North America again"How this is even possible I have no idea (seeing as how almost every 15 seconds <b><u>literally</u></b> I press Ctrl+S to save) but somehow me making North America didn't save. So I made it again.<br /><br />Added tiles:<br />Plain<br />Plain Hill<br />Plain Mountain<br /><br />Changes:<br />Modified so Mountain does not become flat at distance (furthest LOD), but rather a very simple spike<br /><br />Also, I added an 'Ice barrier' to the entire world.<br /><br />I know this one took awhile, but stay tuned because I'll have another continent ready for you tomorrow!<br /><br /><div class="separator" style="clear: both; text-align: center;"><iframe width="320" height="266" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/vFnPME2HUOI/0.jpg" src="https://www.youtube.com/embed/vFnPME2HUOI?feature=player_embedded" frameborder="0" allowfullscreen></iframe></div><br /><br /><b><span style="color: #e69138;">Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)</span></b>Blake Gillmanhttps://plus.google.com/114561590435788819470noreply@blogger.com0tag:blogger.com,1999:blog-2712910561308165126.post-17033108090689585432017-08-16T12:41:00.000-04:002017-08-16T12:41:57.481-04:00War_28 "Creating the world: North America"I added a new tile: Forest Hill.<br /><br />And, North America! This one oddly didn't take as long as the other two, but it still took awhile!<br /><br /><div class="separator" style="clear: both; text-align: center;"><iframe width="320" height="266" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/sdw0NgN0VyQ/0.jpg" src="https://www.youtube.com/embed/sdw0NgN0VyQ?feature=player_embedded" frameborder="0" allowfullscreen></iframe></div><br /><b><span style="color: #f6b26b;">Thanks for reading, feel free to leave a comment, and I'll see you in the next one!</span></b>Blake Gillmanhttps://plus.google.com/114561590435788819470noreply@blogger.com0tag:blogger.com,1999:blog-2712910561308165126.post-59501470846071180712017-08-14T12:13:00.000-04:002017-08-14T12:13:07.419-04:00War_27 "Creating the World: Africa"When making Africa I started getting so much done that I had to start taking notes!<br /><br /><b>Changelog:</b><br /><br />Added borders to grass and desert to make the transition between other tiles look much smoother. The only problem with this is that there are more triangles on every grass and desert tile. But at the same time, it not only makes borders look nicer but it makes the rest of the map look more detailed. I'll play around with it, and if it doesn't create much lag then I'll keep it the way it is.<br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://3.bp.blogspot.com/-XMuFToXYcmY/WZG_o0uBoHI/AAAAAAAACXw/AqogD1RhaMoQsmaVOUe6DLCytsbknouZQCLcBGAs/s1600/27_1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="622" data-original-width="929" height="214" src="https://3.bp.blogspot.com/-XMuFToXYcmY/WZG_o0uBoHI/AAAAAAAACXw/AqogD1RhaMoQsmaVOUe6DLCytsbknouZQCLcBGAs/s320/27_1.jpg" width="320" /></a></div><br /><br />*Added desert river tiles, since many of the rivers in Africa ran through the desert it would be odd to use the grass river tiles.<br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://2.bp.blogspot.com/-mkWu-GjgJWo/WZG_qtTpgkI/AAAAAAAACX0/JUgKIyw_dvEh14iLb3Q0OvQHw1M-ARkvgCLcBGAs/s1600/27_2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="622" data-original-width="929" height="214" src="https://2.bp.blogspot.com/-mkWu-GjgJWo/WZG_qtTpgkI/AAAAAAAACX0/JUgKIyw_dvEh14iLb3Q0OvQHw1M-ARkvgCLcBGAs/s320/27_2.jpg" width="320" /></a></div><br /><br />*Increased Mountain LOD Height. This is because it was hard to tell the difference between hills and mountains at a distance (Because their LOD's were identical) so I increased the height of mountains to make it more obvious which was which.<br /><br />*Added stone hills, this is because Madagascar had hills that weren't tall enough to be mountains and weren't sand enough to be considered dessert.<br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://3.bp.blogspot.com/-_gVEfg9BR6s/WZG_stP4K7I/AAAAAAAACX4/GpI5U4QmMVEwCix9huFDtYmXTkQwes-XwCLcBGAs/s1600/27_3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="622" data-original-width="929" height="214" src="https://3.bp.blogspot.com/-_gVEfg9BR6s/WZG_stP4K7I/AAAAAAAACX4/GpI5U4QmMVEwCix9huFDtYmXTkQwes-XwCLcBGAs/s320/27_3.jpg" width="320" /></a></div><br /><br />*Changed color of furthest jungle LOD. For some reason, it was the same color as normal grass, and so at a distance, you couldn't tell the difference between jungle and grass tiles.<br /><br />*Make so a lot of tiles furthest LOD's don't cast shadows or receive shadows - There's no need to render shadows when you're that far away from the tiles.<br /><br />Oh yeah, I also added Africa:<br /><br /><div class="separator" style="clear: both; text-align: center;"><iframe width="320" height="266" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/KBKaRNiSjvI/0.jpg" src="https://www.youtube.com/embed/KBKaRNiSjvI?feature=player_embedded" frameborder="0" allowfullscreen></iframe></div><br /><br /><b><span style="color: #e69138;">Thanks for reading, feel free to leave a comment, and I'll see you in the next one!</span></b>Blake Gillmanhttps://plus.google.com/114561590435788819470noreply@blogger.com0tag:blogger.com,1999:blog-2712910561308165126.post-36305976406669237172017-08-12T13:19:00.001-04:002017-08-12T13:19:26.061-04:00War_26 "Creating the world: South America"When I was making the South America map I had lots of problems with updating the tiles to the new versions I had made, so that's why I've been fine-tuning all the tiles before I make the map so hopefully no problems will come up.<br /><br /><b>Added tiles:</b><br /><ul><li>Island (3D beach)</li><li>Jungle Hill</li></ul><b>Changes:</b><br /><br /><ul><li>Beaches now have depth (the grass is slightly raised, and the beach/sandy area slopes downward)</li><li>Reduced triangle count on Military Base LOD's</li></ul><br /><br />I finally finished giving all the tiles their scripts, and collisions, and other such that they need to function. But that's not all, I used those tiles now to create the first continent: South America.<br /><br /><div class="separator" style="clear: both; text-align: center;"><iframe width="320" height="266" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/cPywJ9K787k/0.jpg" src="https://www.youtube.com/embed/cPywJ9K787k?feature=player_embedded" frameborder="0" allowfullscreen></iframe></div><br /><br />That's right! 1/7 complete!<br /><br /><b><span style="color: #e69138;">Thanks for reading, feel free to leave a comment, and I'll see you in the next one!</span></b>Blake Gillmanhttps://plus.google.com/114561590435788819470noreply@blogger.com0tag:blogger.com,1999:blog-2712910561308165126.post-12822259864982636012017-08-09T10:49:00.001-04:002017-08-09T10:49:11.057-04:00War_25 "Tile Update"I was planning on working on the map, but I figured I should finish my list of 'to-do' tiles before-hand so I have as many to work with as I need when developing.<br /><br /><b>New Tiles:</b><br /><ul><li>Training Camp</li><li>Rubber Refinery (Improvement on Grass)</li><li>Oil Well</li><li>Civilian Factory</li><li>Military Factory</li><li>Added LOD's for Swamp</li></ul><div><b>Changes to tiles:</b><br /><ul><li>All River tiles are now 3D instead of being flat on the ground</li><li>Added hill to River Curve</li><li>Reduced Swamp triangle count from 128 to 26</li><li>Reduced River T-Intersection triangle count from 98 to 58</li><li>Reduced River Curve triangle count from 98 to 67</li><li>Cities only renders grass (no buildings) at further distances</li><li>Forest only renders grass (no trees) at further distances</li><li>Jungle only renders grass (no trees) at further distances</li><li>Completely redesigned the River's last LOD</li><li>Reduced Paramilitary Base LOD triangle count from 180 to 152</li><li>Reduced Paramilitary Base Furthest LOD triangle count from 108 to 90</li><li>Reduced all city triangle counts by up to 10%</li></ul></div><div><br /></div><br /><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody><tr><td style="text-align: center;"><a href="https://2.bp.blogspot.com/-s6GrRf9r8Zs/WYogXV-nl5I/AAAAAAAACXA/M0nVY2STJCg_UPnGm2Te7lQrgnLVv3k2gCLcBGAs/s1600/25_1.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="733" data-original-width="336" height="400" src="https://2.bp.blogspot.com/-s6GrRf9r8Zs/WYogXV-nl5I/AAAAAAAACXA/M0nVY2STJCg_UPnGm2Te7lQrgnLVv3k2gCLcBGAs/s400/25_1.jpg" width="182" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Oil Well</td></tr></tbody></table><table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody><tr><td style="text-align: center;"><a href="https://1.bp.blogspot.com/-6WqNj0fYThw/WYsgm7t0xMI/AAAAAAAACXQ/wd_KWAeRJ5cvIxHmAB1Y7Q2yS9JQd_bzgCLcBGAs/s1600/25_2.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="658" data-original-width="674" height="312" src="https://1.bp.blogspot.com/-6WqNj0fYThw/WYsgm7t0xMI/AAAAAAAACXQ/wd_KWAeRJ5cvIxHmAB1Y7Q2yS9JQd_bzgCLcBGAs/s320/25_2.jpg" width="320" /></a></td></tr><tr><td class="tr-caption" style="text-align: center;">Civilian Factory</td></tr></tbody></table><br />With the completion of these tiles, this means that all the tiles on my to-do list have been completed!<br /><br />Here's the full list of existing tiles:<br /><br /><b>Landscape Tiles:</b><br /><ul><li>Desert</li><li>Desert Hill</li><li>Desert (Oil)</li><li>Swamp</li><li>Snow</li><li>Shallow Water</li><li>Forest</li><li>Grass</li><li>Grass Hill</li><li>Grass Hill (Metal)</li><li>Grass (Farm)</li><li>Grass (Farm without houses)</li><li>Snowy Mountain</li><li>Mountain</li><li>Desert Mountain</li><li>Stone</li><li>River</li><li>River Curve</li><li>River T-Intersection</li><li>River 4-way</li><li>Jungle</li><li>Beach</li><li>Beach Curve</li><li>Beach U Curve</li></ul><div><br /></div><b>Special Tiles:</b><br /><ul><li>Small Town</li><li>Town</li><li>Large Town</li><li>City</li><li>Metropolis</li></ul><div><br /></div><b>Improvements (Harvesting Resources):</b><br /><ul><li>Rubber Refinery</li><li>Metal Mine</li><li>Oil Well</li></ul><div><br /></div><b>Buildings:</b><br /><ul><li>Military Base</li><li>Airbase</li><li>Paramilitary Airbase</li><li>Paramilitary Base</li><li>Training Camp</li><li>Civilian Factory</li><li>Military Factory</li></ul><div><br /></div>And for 90% of them, there are 3 versions of the tile (Normal, LOD a bit away, LOD far away)<br /><br />Sorry, this update took up the entire day so I didn't get the chance to work on the map! Stay tuned for tomorrow though!<br /><br /><b><span style="color: #f6b26b;">Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)</span></b>Blake Gillmanhttps://plus.google.com/114561590435788819470noreply@blogger.com0